Barriers are the reason for 'passive' behaviour where one side gets too afraid to even take one step outside because they don't want to get mindlessly slaughtered. So they just cast a surrender vote and be done with it. A warcamp buff only works in combination with guards, because a simple buff won't encourage people to facetank an overwhelmingly powerful enemy. Barriers mean that every healer and range dps on the underdog side has to get into melee range with the enemy, which is a horrible starting position for a comeback, even if you get a strong offensive buff.filewulf wrote: ↑Tue Jun 24, 2025 11:27 pm Guards have always felt like a band aid solution, insta kill untouchable NPCs to punish aggression in a pvp game is asinine and way too passive. No one likes sitting in their spawn waiting for the sc to end and no one likes a passive enemy that sits in safety and refuses to engage, in both cases you waited in queue and got less rewards/gameplay out of it then you wanted and in both cases guards dont solve the issue (if anything it encourages it). The respawning team should just get a more substantial offensive buff with the existing one way barriers, more similar to what the warcamp buff gives you, that way you have to actually leave the spawn and play the game to take advantage of it.
Guards worked absolutely fine in scenarios for 15 years, and the barriers fixed a non existent problem that only really plays a role in ranked scenarios, which in itself is a dead gamemode. So the removal of guards made some ranked players happy, while the average joe now suffers the consequences.
Warcamps work just fine im RvR, and In my opinion these are the best implementation for scenarios too. They have guards, act as a safe zone and you get a warcamp buff if the enemy feels like spawncamping.
Edit:
And no, it is not asinine to retreat to a safe zone if you stand no chance. It is asinine to think you should be able to play overly aggressive and abuse a bad/ unfair matchup unrestricted, thereby punishing the losing side more than is necessary, so they won't queue again.